They can use those materials to craft tools, the power and durability of which will depend on the quality of materials mined. The characters can mine the ground or walls for additional materials, with the types of materials found depending on the surfaces within specific stages. Like in Minecraft, a series of swipes with a sword, axe, or pickaxe can be performed by holding down the attack button, but they have so many other features that I had to make a little guide to make sure I didn’t forget anything here. I was ready to think this alone had to be the biggest strain on the team early on, but that was before Sakurai got around to the sheer amount of techniques Steve (or whatever skin is chosen) has - it’s a lot. The animations are limited in a way to be expected of a Minecraft custom character, but the team didn’t add anything that would be jarring to anyone adjusted to how they move while giving them all the usual Smash Bros. This was somewhat evident in the reveal trailer, but was on full display here. It clearly took a lot of time for them to get the animations just right. It is, however, just the amount of work you’d expect this team to put into a character that took them around five years to get into the series. The video displayed how the animations and move set were, let’s say, crafted with a lot of love. Not so here, where there was a two-day gap between the reveal and demonstration - the latter being saved for a Saturday at that, a good day really.Īs it turns out, there was a good reason: This character is more complicated than expected. When prior characters were revealed in their own streams and not Nintendo Directs, they were followed by Sakurai demonstrating how the character works. Ultimate differently compared to those previously announced. In my latest Fighting Games Friday post, I wondered why Nintendo and Masahiro Sakurai handled the reveal of Steve from Minecraft (with a number of other skins for other characters - the Alex skin being featured most prominently) for Super Smash Bros.
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